More Augmented Reality
Perfect example of a simple but well-illustrated augmented reality system. Check it.
Perfect example of a simple but well-illustrated augmented reality system. Check it.
It's unconventional, but sometimes the Source engine is modded for purposes other than gameplay. Look over yonder. That's Frank Lloyd Wright's infamous Falling Water house, modelled in the Source engine. Fully realized physically, unlike any attempt that could be made in Second Life. It looks beautiful. To me at least, then again I am in love with the engine.
Actual house:

The Source engine version:

Not bad, eh?
Advantages: This would be an example of a Mirror World; it mimics an object in real life, virtually. This would probably be best used for virtual tours. I know there is a function in Source where commentary markers can be placed in locations referenced by their content. This would work well for anyone who could not actually visit the house.
College:
Pros:
Wake up later, get done earlier, less homework, more free time, less class, wider variety of food.
Cons:
Waiting 6 weeks to do laundry makes me a dirtball
Classes:
Pros:
Homework due only every other day, still small numbers of people in each of my classes
Cons: Not as regular a group of people as in high school
Enh, this is all stuff that everyone's gonna find. I'm enjoying myself greatly, learning a lot, and it really excites me that I already have a potential research opportunity. School is finally starting to seem relevant to my future career. That makes all my work seem doable. It's been really easy for me to adjust, I dunno who has a problem with it. The freedom is great and I still get stuff done. Everything seems in balance.
Pat Mulholland,
Signin' off.
Thinking back to what happened last night, I wondered: How would Penn State alert its students of a V-tech sort of situation?
Luckily we have this system.
Register and feel safer! Kind of brilliant of our school to have such a system.
Alright, I got two links here I want to share that sort of provide some insight into our future occupations. This dirty little secrets link, which aren't really that dirty, mostly little, is still kind of interesting to think about. I think one of its best points is that tech degrees don't really give you the experience you need in a job. They help get you into the job but there are so many languages and systems out there that you'll almost undoubtedly have to start from scratch when you get onto a job site. However, a degree and the training it involves will give you the mindset and logical skills you need to adapt in a new job situation. A couple of these secrets are more like habits of IT pros, and since we're all heading in that direction, we can decide to abandon said bad habits if we wish. Still useful.
These "tech disasters" range in severity. The article's written in a British perspective, but a lot of these seem to happen in America. Frankly I'm not surprised. Anyways, the majority here don't seem to be human error persay; obviously the software bugs were caused by human error but software bugs occur regularly. I'd call it more fate that transposed these small flaws into full-blown disasters.
I guess part of being in IST is that we examine the effect of technologies like the internet on our culture. There's an interesting article over here, a little longwinded, but it deals with two criticism of the internet which actually come from different angles.
The one is a pretty normal criticism, the article sort of sums it up when it says
The Cult of the Amateur, is rather lightweight and we treat it here as an example of a traditional approach: "The cultural sky is falling, and it is all the fault of the Internet!"
I think the other one is pretty unique, it actually deals with some serious issues about the entire Western culture. It's from the perspective of a Buddhist, and it's neat to think of the internet in a new philosophical way.
So the Ideas program has hooked a lot of us up with professors with whom to do research next semester. Kind of pumped about this opportunity, I figured most undergrads would find it hard to get research opportunities. I've been assigned to Dr. Ocker, working on "Enhancing Learning in Global Teams." Right now I only have guesses to the exact sort of material this will entail. Perhaps we'll be working on concept sort of like this one I found over at our favorite conference, TED. Check out the clip, it's got some interesting ideas in it.
I hope to hear from everyone over the next semester and to share with them interesting experiences from our research opportunities.
Alright, so in-depth analysis time of the Cyberpunk books I read. I feel they really deal with a lot of IST issues.
Cyberpunk is a subgenre of the entire punk subculture. Cyberpunk stories, set in the future, focus on antiheroic protagonists who deal in the realms of the illegal and subversive. Unlike mainstream science fiction, the goal of Cyberpunk is not to showcase a single new technology, but to explore how technology will affect the societies of the future. Cyberpunk settings most often portray the future as dystopian despite all of humanity’s advancements. The authors of these works do this to point out modern day societal defects, giving the genre its punk ideology. Although primarily a literary movement, Cyberpunk occasionally crosses over into other forms of media; easy examples would be The Matrix or Blade Runner in movies. Common themes include genetic and cybernetic augmentation of the body, drug use, corruption, the danger conformity poses, capitalism’s inherent failings, and the computer programmer as the new outlaw.
The first author I’ll mention is William Gibson. I don’t think anyone cares about his background or other biographical stuff so I’m going to skip that. Gibson actually coined the term Cyberspace, which is thrown around a lot nowadays. His first novel Neuromancer explored the idea of having a universal virtual network. I’ll run you through a summary I wrote real quick just for context.
A freelance hacker is coerced into working for a mysterious employer to illegally break the constraints the government has placed on an Artificial Intelligence named Wintermute. The hacker, Case, eventually discovers that his employer is Wintermute itself. Wintermute was created as the logical half of a larger entity, its twin Neuromancer having the ability to emote. Case, with the help of a cybernetically enhanced female assassin, a Rastafarian spaceship pilot, and the reanimated memories of a dead hacker, breaks the restrictions around Wintermute, allowing the two AIs to fuse.
The world Gibson created for the story was wraught with sexual depravity, more widespread and more potent drug abuse, corporate corruption and other extensions of current social issues. Wintermute and Neuromancer embody several extremely human traits; Wintermute, cold and calculating, represents both the male personality and the left logical hemisphere of the brain. Neuromancer, perceptive and empathetic, represents the female persona and the right creative hemisphere. Their fusion creates a very much human superintelligence. Gibson’s portrayal of the two stands in contrast to the mechanical actions of the human characters. He’s hinting here that technology dehumanizes in an equilibrium reaction; the more we make machines manlike, the less like men we appear.
Neal Stephenson would probably be considered postcyberpunk, which is basically one two many prefixes for my taste. The distinction between cyberpunk and its post cousin lies in the outlook of the protagonists. Postcyberpunk protagonists are not inherently lowlife characters; they instead work against some aspect of their same dystopian futures. This makes postcyberpunk works decidedly more upbeat, and Stephenson’s works have made me laugh harder than any other author I’ve read, except maybe Mark Twain. The change from cyberpunk to postcyberpunk styles is most likely due to the contradictorily positive effect of the internet and other emergent technologies. Still, Stephenson’s and Gibson’s works share so much thematically in common that I find it hard to separate their two universes. Stephenson and Gibson actually have a friendly feud going on between them, and meet often at writers’ conferences.
I focused on two stories of Stephenson’s, Snow Crash and the more recent Diamond Age. Snow Crash looks at a world governed solely through capitalism and unified by a virtual reality known as the metaverse. Diamond Age focuses on the growth of nanotechnologies and how they will change our lives. Most notable in this book is the existence of a “feed” which is like having a water line into your house that instead brings in pure elements, which a matter compiler can then rearrange into nearly any form via nanotechnology. The result is a fairly cheap answer to world hunger, but problems stemming from the tribe-like architecture of the new global society end in bloodshed.
Stephenson likes to focus on the interactions of people with new technologies, and doesn’t often help his readers with some of the lingo. New acronyms pass in and out of conversation, indicating the complete integration of things like the Feed into everyday life.
I’d really suggest any of these books, or even any in the cyberpunk genre for you guys to read recreationally. Really fun and interesting stuff.
Check out these interviews for a more personal look at the authors:
I have actually been following this mod since its early inception. It's basically a port of Half Life to the source engine, unlike Valve's pathetic attempt, they are actually updating each texture, model, and even the gameplay to a HL2 level. Look at their screenshots with great amour and wish you were the game makers.

A beautiful looking Headcrab zombie.
Couple of things for the prospective modder to check out:
GDM, a journal for the pros, interesting outlooks inside
The Valve Developer Wiki, basically the handbook for using Valve's editing tools. Infinite knowledge is stored here, it explains every keyvalue of every entity in the game. However if you want more in depth explanations and examples of implementation, you'll have to head over to some sick nasty...
...Tutorials. My favorite are the SDKnut's tutorials, which explain most of what you would want to do. It helps to have a human guiding you step by step sometimes. Which is why the next one is so useful.
Forums. The official Steam community forums have years of questions asked and answered and if the archives don't help you it's likely that an active member can.
The Mod database.
Here you can view the lives of nearly every single Mod out there. There lies hints to what makes a mod successful, as well as tips to get over the slump a lot of mods hit halfway through their production.
Not sure how useful this will be to anyone but me, but I think if someone had helped me out with this information I would have had an easier time getting acclimated.
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